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''The Lost Levels'' could be considered a very early example of DownloadableContent; in addition to being sold on its own, it could be written to the blank side of the Disk System version of its predecessor, or any other Disk System release with a blank side, for the low price of 500 yen using Nintendo's Disk Writer kiosk (itself an early example of DigitalDistribution). It is far from uncommon to find secondhand copies of the Disk System version of ''Super Mario Bros.'' and ''The Lost Levels'' on the same disk.

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''The Lost Levels'' could be considered a very early example of DownloadableContent; in addition to being sold on its own, it could be written to the blank side of the Disk System version of its predecessor, or any other Disk System release with a blank side, for the low price of 500 yen using Nintendo's Disk Writer kiosk (itself an early example of DigitalDistribution).UsefulNotes/DigitalDistribution). It is far from uncommon to find secondhand copies of the Disk System version of ''Super Mario Bros.'' and ''The Lost Levels'' on the same disk.
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''The Lost Levels'' could be considered a very early example of DownloadableContent; in addition to being sold on its own, it could be written to the blank side of the Disk System version of its predecessor, or any other Disk System release with a blank side, for the low price of 500 yen using Nintendo's Disk Writer kiosk (itself an early example of DigitalDistribution). It is far from uncommon to find secondhand copies of the Disk System version of ''Super Mario Bros.'' and ''The Lost Levels'' on the same disk.
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!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBros2'', the Western sequel to ''VideoGame/SuperMarioBros1'' which is known as ''Super Mario USA'' in Japanese.'''

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!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBros2'', the Western sequel to ''VideoGame/SuperMarioBros1'' which is known was released later in Japan as ''Super Mario USA'' in Japanese.'''USA'''. ''
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!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBros2'', the Western sequel to ''VideoGame/SuperMarioBros1'''''

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!!!'''[[SimilarlyNamedWorks You may be looking]] for ''VideoGame/SuperMarioBros2'', the Western sequel to ''VideoGame/SuperMarioBros1'''''''VideoGame/SuperMarioBros1'' which is known as ''Super Mario USA'' in Japanese.'''
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* AquaticMook: The Blooper and Cheep Cheep inhabit underwater levels, like in the first game. However, in this game, Bloopers can also be found hovering airborne in ground levels; as a result, you can now GoombaStomp them,
* ArtEvolution

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* AquaticMook: The Blooper and Cheep Cheep inhabit underwater levels, like in the first game. However, in this game, Bloopers can also be found hovering airborne in ground levels; as a result, you can now GoombaStomp them,
them.
* ArtEvolutionArtEvolution:
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* HardLevelsEasyBosses: The Bowser fights have mostly been unchanged from the first game, which makes them even more of a stark contrast in difficulty. In the original FDS version, they don't even throw hammers in Worlds A-D.
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Crosswicking

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* EndlessCorridor: In addition to having endless corridors in some castles, the game also does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.
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Crosswicking

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* MortonsFork: There are two warp zones out of nine that actually send you ''back''. If you don't want to go back, the only other way is to [[BottomlessPits jump into the pit]]. Of course, if you are playing for a high score, [[SubvertedTrope this is actually beneficial]].
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The original version of ''The Lost Levels'' has since been released in future platforms, including a port for the UsefulNotes/GameBoyAdvance in 2004 which once again remained exclusive to Japan. In fact, it wasn't until 2007, twenty-one years after the game was released, that the original version was made available to Western gamers via the UsefulNotes/{{Wii}}'s UsefulNotes/VirtualConsole; and from that point the game hasn't missed the international market ever again, being available there on the Virtual Consoles of the UsefulNotes/Nintendo3DS and UsefulNotes/WiiU, the NES catalogue of the UsefulNotes/NintendoSwitch, and as part of the rerelease of the first ''Super Mario Bros.'' for the Game & Watch for the franchise's 35th anniversary in 2020. For all of these re-releases, the game adopted the name of the ''All-Stars'' version in the West, to distinguish it from the international ''Super Mario Bros. 2'' (though the game's title screen still shows the Japanese name).

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The original version of ''The Lost Levels'' has since been released in future platforms, including a port for the UsefulNotes/GameBoyAdvance in 2004 which once again remained exclusive to Japan. In fact, it wasn't until 2007, twenty-one years after the game was released, that the original version was made available to Western gamers via the UsefulNotes/{{Wii}}'s UsefulNotes/VirtualConsole; and from that point the game hasn't missed the international market ever again, being available there on the Virtual Consoles of the UsefulNotes/Nintendo3DS and UsefulNotes/WiiU, the NES catalogue of the UsefulNotes/NintendoSwitch, UsefulNotes/NintendoSwitch Online service, and as part of the rerelease of the first ''Super Mario Bros.'' for the Game & Watch for the franchise's 35th anniversary in 2020. For all of these re-releases, the game adopted the name of the ''All-Stars'' version in the West, to distinguish it from the international ''Super Mario Bros. 2'' (though the game's title screen still shows the Japanese name).
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-> ''It's like'' [[VideoGame/SuperMarioBros1 Super Mario Bros. 1]]'', except you'' '''''die'''''.
-->-- [[https://www.youtube.com/c/LewisMedeirosANobodyPlaysGames Lewis]] of '''WebVideo/BrainScratchCommentaries'''

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-> ''It's like'' [[VideoGame/SuperMarioBros1 ->''"It's like ''[[VideoGame/SuperMarioBros1 Super Mario Bros. 1]]'', except you'' '''''die'''''.
'''''die'''."''
-->-- [[https://www.'''[[https://www.youtube.com/c/LewisMedeirosANobodyPlaysGames Lewis]] Lewis]]''' of '''WebVideo/BrainScratchCommentaries'''
''WebVideo/BrainScratchCommentaries''
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-->'''[[https://www.youtube.com/watch?v=WojvlJ_xibE&index=4&list=PLMBTl5yXyrGQ68Ny1mXCAaSwbjpcVwm49 Dunkey]]''': This is the world's first [[TrollFic troll game]].
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Crosswicking

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* SpringJump: The game has two types of springboards: Red ones are identical to the ones in the first game, and green super springboards that propel you into the air for seconds at a time (and often drop you in perilous or otherwise undesirable places, if you aren't paying attention).
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The game was later released overseas, so this doesn't fit


Released [[NoExportForYou exclusively in Japan]] on June 3, 1986 for the [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System]], ''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]] or the most hardcore ''VideoGame/SuperMarioMaker'' levels.

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Released [[NoExportForYou exclusively in Japan]] Japan on June 3, 1986 for the [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System]], ''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]] or the most hardcore ''VideoGame/SuperMarioMaker'' levels.
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Released exclusively in Japan on June 3, 1986 for the Family Computer Disk System, ''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]] or the most hardcore ''VideoGame/SuperMarioMaker'' levels.

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Released [[NoExportForYou exclusively in Japan Japan]] on June 3, 1986 for the [[UsefulNotes/NintendoEntertainmentSystem Family Computer Disk System, System]], ''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]] or the most hardcore ''VideoGame/SuperMarioMaker'' levels.

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[[quoteright:256: https://static.tvtropes.org/pmwiki/pub/images/Super_Mario_Bros__2_005_8914.png]]
[[caption-width-right:256:[[{{Tagline}} For Super Players]][[note]][[NintendoHard and we]] ''[[NintendoHard really]]'' [[NintendoHard mean it.]][[/note]]]]



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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/english_smb_tll_boxart.png]]
[[caption-width-right:350:[[{{Tagline}} For Super Players]][[note]][[NintendoHard and we]] ''[[NintendoHard really]]'' [[NintendoHard mean it.]][[/note]]]]
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* AdaptationExplanationExtrication: Due to World 9 being intentionally designed to be glitch-like, the original version of the game describes it as "Fantasy World". The ''All-Stars'' version removes this and presents World 9 the same as all the other worlds in the game, thus removing the context for why the levels in World 9 have a stranger and more surreal design.

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Wrong alphabetic placement


* AWinnerIsYou: Reach World 9-4 and you get a message made of blocks that reads "アリガトウ!" (''Arigatou!'', or "Thank you!")


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* AWinnerIsYou: Reach World 9-4 and you get a message made of blocks that reads "アリガトウ!" (''Arigatou!'', or "Thank you!")
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Crosswicking

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* AirAidedAcrobatics: Some levels have gusts of forward-moving wind that need to be used to trampoline over huge gaps.
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Even though this was back when many games - including the first installment - were NintendoHard, the difficulty spike between this game and its predecessor was insane. In Japan, this had the effect of giving jaded Mario fans a new challenge to overcome (in fact, the game sold well in Japan, it sold 2.5 million units, and was the all-time best-selling on the Family Computer Disk System). However, when Howard Phillips, Nintendo of America's chief play-tester, and favorite of [=NoA=] president Minoru Arakawa, got his hands on the game, he found the experience of playing it to be absolutely punishing, and not at all fun. Based on Phillips' input, Arakawa made the decision [[NoExportForYou not to release it in the United States and Europe]]. However, Nintendo of America absolutely needed a western ''Mario'' sequel in record time, so Nintendo [[DolledUpInstallment Dolled-Up]] another Nintendo game, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'', and called it ''VideoGame/SuperMarioBros2'' (eventually, in Japan the re-dressed game would get released under the title ''Super Mario USA'').

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Even though this was back when many games - including the first installment - were NintendoHard, the difficulty spike between this game and its predecessor was insane. In Japan, this had the effect of giving jaded Mario fans a new challenge to overcome (in fact, the game sold well in Japan, it sold 2.5 million units, and was the all-time best-selling on the Family Computer Disk System). However, when Howard Phillips, Nintendo of America's chief play-tester, and favorite of [=NoA=] president Minoru Arakawa, got his hands on the game, he found the experience of playing it to be absolutely punishing, and not at all fun. Based on Phillips' input, Arakawa made the decision [[NoExportForYou not to release it in the United States and Europe]]. However, Nintendo of America absolutely needed a western ''Mario'' sequel in record time, so Nintendo [[DolledUpInstallment Dolled-Up]] another Nintendo game, ''[[VideoGame/DokiDokiPanic Yume Kōjō: Doki Doki Panic]]'', and called it ''VideoGame/SuperMarioBros2'' (eventually, ''VideoGame/SuperMarioBros2''. (Eventually, in Japan Japan, the re-dressed game would get released under the title ''Super Mario USA'').
USA''.)
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[[caption-width-right:256:[[{{Tagline}} For Super Players]]]]

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[[caption-width-right:256:[[{{Tagline}} For Super Players]]]]Players]][[note]][[NintendoHard and we]] ''[[NintendoHard really]]'' [[NintendoHard mean it.]][[/note]]]]
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* LuckBasedMission: There are a few points in the castles where you must make a long jump and just hope that Bowser's flames don't appear in the wrong location. If they do, sucks to be you.
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Sorry for forgetting you, World 9. Also fixed some Ambiguous Syntax


* BattleThemeMusic: As in the previous game, no boss music plays when you meet Bowser in any of the castle levels. This is rectified in the ''All-Stars'' remake, which gives him a dedicated boss track in the first seven standard worlds, as well as the first three special worlds, and another for the eighth and twelfth (fourth special) worlds. Interestingly, the FinalBoss music starts playing from the moment you meet his brother.

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* BattleThemeMusic: As in the previous game, no boss music plays when you meet Bowser in any of the castle levels. This is rectified in the ''All-Stars'' remake, which gives him a dedicated boss track in the first seven standard worlds, as well as the first three special worlds, and another for the eighth and twelfth (fourth thirteenth (fifth special) worlds. Interestingly, in both instances of the latter case, Bowser's FinalBoss music starts playing from the moment you meet his brother.

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%%
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[[caption-width-right:256:''[-[[Manga/{{Bleach}} People have hope because they don't see Death standing behind them.]]-]'']]

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[[caption-width-right:256:''[-[[Manga/{{Bleach}} People have hope because they don't see Death standing behind them.]]-]'']]
[[caption-width-right:256:[[{{Tagline}} For Super Players]]]]
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pothole quotes to their sources


[[caption-width-right:256:''[-[[WelcomeToHell People have hope because they don't see Death standing behind them.]]-]'']]

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[[caption-width-right:256:''[-[[WelcomeToHell [[caption-width-right:256:''[-[[Manga/{{Bleach}} People have hope because they don't see Death standing behind them.]]-]'']]
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Oops, that's one red too many


* PlantMooks: The Piranha Plants, which this time bring a red variant that will come out of the red pipes even if you're standing onto them.

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* PlantMooks: The Piranha Plants, which this time bring a red variant that will come out of the red pipes even if you're standing onto them.

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Massive example crosswicking


* AquaticMook: The Blooper and Cheep Cheep inhabit underwater levels, like in the first game. However, in this game, Bloopers can also be found hovering airborne in ground levels; as a result, you can now GoombaStomp them,



* BattleThemeMusic: As in the previous game, no boss music plays when you meet Bowser in any of the castle levels. This is rectified in the ''All-Stars'' remake, which gives him a dedicated boss track in the first seven standard worlds, as well as the first three special worlds, and another for the eighth and twelfth (fourth special) worlds. Interestingly, the FinalBoss music starts playing from the moment you meet his brother.



* CheckpointStarvation: Like the original, castles and World 8 have no checkpoints, and this time neither do the extra worlds after 8 (9 and A-D).



* GustyGlade: The game does this in some overworld levels, often as a means of making the jump timings more difficult. The good news is that the wind always blows east, so it never dampens the jump's height or the run's speed as long as Mario or Luigi is moving to the right.
* HailfirePeaks: World 9, which mixes up the underwater, castle and overworld settings in a DebugRoom style.



* KaizoTrap: It's no Kaizo Mario, but the game derives much of its cruelty from sudden (and inventive) subversions of the original; things that simply don’t work as expected, that is, "Warp Zones" which offer to send you three or four levels '''backward''' -- though Nintendo kindly left an open suicide pit -- inviting players to shout, "You can't ''do'' that! Can they do that??"



* NewGamePlus: If you play through the main game without warping, you access the secret World 9, in which you only have one life and no continues to complete. Furthermore, each time you play through the game, you earn a star. Once you get eight stars, you go to Worlds A through D, at the end of which you finally find the Princess. The ''All-Stars'' version averts this, as you don't lose all your lives in World 9 and you can continue after a game over, and you go straight to Worlds A-D after the first loop (in fact, to replay the previous worlds, you need to choose them manually before resuming your playthrough).



* PlatformHell: One of the few commercial releases.

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* PlantMooks: The Piranha Plants, which this time bring a red variant that will come out of the red pipes even if you're standing onto them.
* PlatformHell: One of the few commercial releases. The game was advertised as a more difficult follow-up to the original ''Super Mario Bros.'', and incorporates many perks to further raise the challenge.



* RecurringBoss: Bowser retains his role from the previous game as the sole boss character Mario and Luigi face, this time in an increased total of twelve encounters (two real, ten fake).



* SecretLevel: Worlds 9, A, B, C, and D. Many of them qualify as BrutalBonusLevel, even in relation to the rest of the game.

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* SecretLevel: Worlds 9, A, B, C, and D. Many of them qualify as BrutalBonusLevel, even in relation to the rest of the game.game (and, to varying degrees, the rest of the series).
* SlippySlideyIceWorld: 7-3 and C-3, which retain the monochrome aesthetic visuals in the previous game's World 6-3. Neither have noticeable ice tropes, since they're merely done with recoloring several things white and gray (the ''All-Stars'' versions provide a snowy aesthetic to other levels, but it's purely cosmetic and thus irrelevant to their gameplay).
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* AscendedGlitch: World 9 was inspired by a glitch in the Disk System version of the first game. The glitch involved removing the cartridge during the middle of gameplay, replacing it with a copy of ''Tennis'' and then resetting the console. After playing a few rounds of ''Tennis'', the player must switch cartridges once again during gameplay, switching back to ''Super Mario Bros.'', and then reset the game once again. After doing all of this without turning off the console, the player must start the game by pressing A+Start (the continue code) in order to start in World 9, which is an underwater version of World 6-2 and World 1-4 with random enemies and crashes. This glitch is impossible to reproduce on the NES, since the console automatically resets when a cartridge is forcefully removed. [[note]] Unless, of course, you're playing on a 1993 "toploader" NES, which lacks the infamous CIC lockout chip programmed to reset the console ''every second'' if a licensed cartridge isn't inserted. Or if you're playing on a modified frontloading NES with its lockout chip disabled.[[/note]]

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* AscendedGlitch: World 9 was inspired by a glitch in the Disk System version of the first game. The glitch involved removing the cartridge during the middle of gameplay, replacing it with a copy of ''Tennis'' and then resetting the console. After playing a few rounds of ''Tennis'', the player must switch cartridges once again during gameplay, switching back to ''Super Mario Bros.'', and then reset the game once again. After doing all of this without turning off the console, the player must start the game by pressing A+Start (the continue code) in order to start in World 9, which is an underwater version of World 6-2 and World 1-4 with random enemies and crashes. This glitch is impossible to reproduce on the NES, since the console automatically resets when a cartridge is forcefully removed. [[note]] Unless, [[note]]Unless, of course, you're playing on a 1993 "toploader" NES, which lacks the infamous CIC lockout chip programmed to reset the console ''every second'' if a licensed cartridge isn't inserted. Or if you're playing on a modified frontloading NES with its lockout chip disabled.[[/note]]
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[[caption-width-right:256:''[-[[WelcomeToHell People have hope because they don't see Death standing behind them]]-]''.]]

-> ''It's like'' [[VideoGame/SuperMarioBros1 Super Mario Bros. 1]]'', except you'' '''''die.'''''

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[[caption-width-right:256:''[-[[WelcomeToHell People have hope because they don't see Death standing behind them]]-]''.]]

them.]]-]'']]

-> ''It's like'' [[VideoGame/SuperMarioBros1 Super Mario Bros. 1]]'', except you'' '''''die.''''''''''die'''''.






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Released exclusively in Japan on June 3, 1986 for the Family Computer Disk System, ''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]].

to:

Released exclusively in Japan on June 3, 1986 for the Family Computer Disk System, ''Super Mario Bros. 2'', also known worldwide as ''Super Mario Bros.: The Lost Levels'', is the second game in the ''Franchise/SuperMarioBros'' series. Following the success of ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'', Creator/{{Nintendo}} decided to follow it up with a MissionPackSequel. There were four main differences between the original and the sequel: the two-player mode was replaced by the option to play the game as either Mario or Luigi, Luigi was given higher jumps but inferior traction, some of the graphics were updated, and the game was about as close to PlatformHell as one gets short of a [[GameMod ROM hack]].
hack]] or the most hardcore ''VideoGame/SuperMarioMaker'' levels.

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